Alright short of me learning scripting, i ened some ideas to work off of for making a unit, doodad, pallet, bridge, floating invisible nothing.. or anything else u can think of to make a unit that i can walk on top AND on bottom while using a Physics jump Trigger system.. Basically i want to be able to land on a platform as well as walk underneath it without needing to walk on another side..
I have tried:
Making a unit solid.. no avail..
Making a bridge radius of collision .5... nothing even happened.. collision = broken imo.. >.>
making a regon and forcing height inside of the region to "platform height IF unit was NOT equal to a specific height (aa below the height of the "unit".. lets just say this worked about as good as deleting sc2 off my system..
messing with a bridges actors, and placements to try to make it only accept the unit if it was within ?? radius.. again nothing happened
Making a trigger that told the [triggering unit] to collide with [specific unit] .. didnt help me at all..
Any ideas? I really don't wanna learn how to make a unit set an actor and build an entire unit from scratch with values and all just to get a "platform" that i can jump through, land on, walk off of, and walk underneath..
Sounds like a Bridge or a second level. Thats in the moment not possible, only a few workarounds with a lot of work and not really good results are possible.
I had to do this to make it look like I'm walking on a light bridge,
Create pathing from one cliff to another cliff, place bridge.
This set the bridge at ground level instead of cliff level so set height property of doodad to 10.
Created region with the same dimensions as the bridge = Light Bridge Path.
Trigger
Any unit enters region Light Bridge Path
Set unit height = 10
Trigger
Any unit leaves region Light Bridge Path
Set unit height = 0
This may work on your map:
Added 4 regions surrounding Bridge Path region, 2 for ground 2 for cliff.
Boolean Variable: On Bridge[Array = # of players] = False
Trigger
Event any unit enters cliff region
Action - set variable On Bridge[triggering player] = True
<<do the opposite for the enter ground regions>>
Trigger
Event - Any unit enters region Light Bridge Path
Condition - On Bridge[triggering player] = True
Action - Set unit height = 10
@redconfusion: I also made a system like this.. I am working on trying to get it more perfect and i will be releasing it. but setting unit height would be the easiest way by far.
i found such a system for wc3 but a not so good one...
he duplicates all ground units and set them to flying. then if a ground unit enters the start "bridge" he replace it with the flying one and set his flying height to the variable...
hard to descript. i'll post the link if i find it again
In warcraft III, something like this could be done by taking advantage of a bug using morph abilities. The system worked as follows:
-Create a custom ability off of storm crow form
-set the alternate morph unit to a flying unit like a gryphon
-add then instantly remove the custom ability via trigger. This causes the game to treat the unit as a ground unit with some air unit properties, allowing you to set the flying height ONLY within the same trigger that you added/removed the ability.
Now I don't know if the viking transformation ability in starcraft 2 will have the same properties but I recommend you try it and see if it works. Hope that might get you on the right track.
If you have a warcraft III bnet account I could give you a map that uses this principle to make a unit jump over cliffs.
Alright short of me learning scripting, i ened some ideas to work off of for making a unit, doodad, pallet, bridge, floating invisible nothing.. or anything else u can think of to make a unit that i can walk on top AND on bottom while using a Physics jump Trigger system.. Basically i want to be able to land on a platform as well as walk underneath it without needing to walk on another side..
I have tried:
Making a unit solid.. no avail..
Making a bridge radius of collision .5... nothing even happened.. collision = broken imo.. >.>
making a regon and forcing height inside of the region to "platform height IF unit was NOT equal to a specific height (aa below the height of the "unit".. lets just say this worked about as good as deleting sc2 off my system..
messing with a bridges actors, and placements to try to make it only accept the unit if it was within ?? radius.. again nothing happened
Making a trigger that told the [triggering unit] to collide with [specific unit] .. didnt help me at all..
Any ideas? I really don't wanna learn how to make a unit set an actor and build an entire unit from scratch with values and all just to get a "platform" that i can jump through, land on, walk off of, and walk underneath..
Sounds like a Bridge or a second level. Thats in the moment not possible, only a few workarounds with a lot of work and not really good results are possible.
@Caipa: Go
yeah.. but i really gotta find something at least as a placeholder .. and maybe a new physics setup D=
I am trying to make a game but this is REALLY setting me back.. i suppose i could always not use it in the middle and place it off side..
meh not as amazing though when the full work is completed..
I had to do this to make it look like I'm walking on a light bridge,
Create pathing from one cliff to another cliff, place bridge.
This set the bridge at ground level instead of cliff level so set height property of doodad to 10.
Created region with the same dimensions as the bridge = Light Bridge Path.
Trigger
Any unit enters region Light Bridge Path
Set unit height = 10
Trigger
Any unit leaves region Light Bridge Path
Set unit height = 0
This may work on your map:
Added 4 regions surrounding Bridge Path region, 2 for ground 2 for cliff.
Boolean Variable: On Bridge[Array = # of players] = False
Trigger
Event any unit enters cliff region
Action - set variable On Bridge[triggering player] = True
<<do the opposite for the enter ground regions>>
Trigger
Event - Any unit enters region Light Bridge Path
Condition - On Bridge[triggering player] = True
Action - Set unit height = 10
@redconfusion: I also made a system like this.. I am working on trying to get it more perfect and i will be releasing it.
but setting unit height would be the easiest way by far.
i found such a system for wc3 but a not so good one... he duplicates all ground units and set them to flying. then if a ground unit enters the start "bridge" he replace it with the flying one and set his flying height to the variable... hard to descript. i'll post the link if i find it again
@Padiwanazure: Go
In warcraft III, something like this could be done by taking advantage of a bug using morph abilities. The system worked as follows:
-Create a custom ability off of storm crow form -set the alternate morph unit to a flying unit like a gryphon -add then instantly remove the custom ability via trigger. This causes the game to treat the unit as a ground unit with some air unit properties, allowing you to set the flying height ONLY within the same trigger that you added/removed the ability.
Now I don't know if the viking transformation ability in starcraft 2 will have the same properties but I recommend you try it and see if it works. Hope that might get you on the right track.
If you have a warcraft III bnet account I could give you a map that uses this principle to make a unit jump over cliffs.
@Doom42: Go
yea crow form allows you to set wc3 units fly height but in sc2 it's not needed anymore (as i know) about the jump system: i did 1 myself Jump Sys
but he want to make something like a multifloor system and not a jump sys (i can try to make one if you want)
finaly found the wc3 system!
Multi Floor System